Need a workaround to show object which is really far

I’m making POF-styled game. I want to make “Orbital strike” event for it. But the problem is that shooting satellite is 1000-1500 studs away. It just not renders.
So, I need any way to show it. ANY WAY. Please.

Ok so should I assume that you have StreamingEnabled?
If you do, then you can call the player and do :RequestStreamAroundAsync() if thats what I remember. Sorry if this isn’t what you wanted, but pls provide more context :slight_smile:

StreamingEnabled - no, I have disabled it, cuz area itself don’t has many details.
But still, satellite gets unrendered due to being really far away.

1000-1500 studs shouldn’t be unrendered then somehow. Turn your graphics to max and then also send a video for more context

After some tests, I found that in my game render distance changes with this values depending on graphics level:

[Enum.SavedQualitySetting.Automatic] = 200,
[Enum.SavedQualitySetting.QualityLevel1] = 200,
[Enum.SavedQualitySetting.QualityLevel2] = 450,
[Enum.SavedQualitySetting.QualityLevel3] = 550,
[Enum.SavedQualitySetting.QualityLevel4] = 600,
[Enum.SavedQualitySetting.QualityLevel5] = 700,
[Enum.SavedQualitySetting.QualityLevel6] = 1600,
[Enum.SavedQualitySetting.QualityLevel7] = 2250,
[Enum.SavedQualitySetting.QualityLevel8] = 4500,
[Enum.SavedQualitySetting.QualityLevel9] = 9000,
[Enum.SavedQualitySetting.QualityLevel10] = 100000,

But it’s pretty inconsistent. On raw baseplate with only 1 cube, cube were rendering on 1st graphics level as far as 150k studs.
(I assumed automatic as worst possible scenario)

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The jump is wild from Level 9-10. They should do something about this, and this could limit who plays your game.
I mean StreamingEnabled is something you should look into, as you can change its max radius to fit lower end devices but at the same time NASA computers. The methods I said above would work maybe. If not, you can make the player camera closer through tweens to look like a fire cutscene! :fire:

I in fact found recently way to “Force” parts to render - Billboard gui with Viewport frame. Along with that, VPF has Fog from 1k studs, so to workaround this I also “Scale” object and camera. The results are OK.
Thought that there mb any better way of doing this, cuz scripting this is pain (constant updates for each object so it won’t go on front or above other objects, masking VPF background on object corners, adjusting to Lighting and more)

I also can’t toggle ON streaming, because of “Wait until content loads” - game iself is really fast paced - and if it will show this in very important moment - round ruined. There won’t be 100k parts to handle at usual server size, so turning it off is not that big of a deal.

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Ok this makes sense then. I see what you mean…
I do hoped this outlined what is causing the inconsistancy. I sure hope they fix that. Do shoot another message for help!

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Btw, that’s what it looks like rn:



image
1 - red is 3d model, colored is VPF
2 - solo VPF
3 - how it looks REALLY far away.

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i think you can show an object which is really far using viewportframes

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